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Break Through

1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.

Action

Part of Action

Break Through is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to force your way past a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that blocks your path.

Core Rule—Break Through

  • MoveMove ActionMove is the Action you use to change your position. up to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move. to enter and move through an UnwillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
  • Make a BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
  • TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. ContestContest TestContests are Tests where you and a Target roll against each other and the higher Test Total wins. with BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes..
  • The higher Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers. wins.
TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
OriginOrigin StatOrigins are the points where Effects are created.
SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
ReachReach StatReach is the Range an Effect extends from its Origin.
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TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
1 UnwillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. less than 2 SizesSize SizeSize is the number of Spaces you, and other Targets, Occupy. larger or smaller than you
DurationDuration StatDurations are the lengths of time Effects last.
InstantInstant StatInstant is a Duration for Effects that resolve the moment they happen and don’t last.

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. (contested)

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
You Break Through. Treat its SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
No effect.
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
You’re forced into an adjacent unoccupied SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..

Source Player Codex